@PatrickOne said:
Hi!
Thanks for the welcome!
Is there really no guide for setting up debug in the ide versions of Visual Studio?
I tried and couldn't get it to work. Comments in github even said debugging in Visual Studio Code is broken.
Not that I know of. I did some quick Google searches and I only could find the links that I posted previously.
It seems most It seems the most common IDE used for C# in Godot is Visual Studio Code, rather than Visual Studio.
There might be a way to use Visual Studio with Godot and C#, but it seems it isn't as widely spread. If you have not already, maybe ask and see if anyone on the Godot Facebook, Reddit, and/or Discord knows?
I runned in to another problem, when building in Godot only the dll in .mono\temp\bin\Debug is updated, I manually have to copy the dll to .mono\temp\bin\Tools to run from godot and to .mono\temp\bin\Release for creating exe. It wasn't like this before, any suggestions?
Sorry, I don't know. I had this issue once with a C# project, and the way I found to get around it was to delete the entire temp folder, close my IDE, and restart Godot. Even then, it didn't always work and took several tries before it suddenly just started working again.
Might I suggest that the people who update Godot look at Xamarin when implementing iOS support.
Sure, but the main developers don't really view the Godot forums that often. If you want to suggest using Xamarin, then the Godot proposals repository and/or this GitHub issue is probably where you should suggest the use of Xamarin.
That said, Xamarin has come up several times for Android and iOS C# support, so the developers are probably already aware of it. I don't know if the plan for iOS C# support is to use Xamarin or not. From what I can gather, C# support on Android uses an Android build of Mono rather than Xamarin, but I have only briefly looked into it and am not really up to date with the latest changes in Godot.